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1.
J Neurosci Methods ; 303: 169-177, 2018 06 01.
Artigo em Inglês | MEDLINE | ID: mdl-29614297

RESUMO

BACKGROUND: Spatial neglect (SN) is a neuropsychological syndrome that impairs automatic attention orienting to stimuli in the contralesional visual space of stroke patients. SN is commonly assessed using paper and pencil tests. Recently, computerized tests have been proposed to provide a dynamic assessment of SN. However, both paper- and computer-based methods have limitations. NEW METHOD: Electroencephalography (EEG) shows promise for overcoming the limitations of current assessment methods. The aim of this work is to introduce an objective passive BCI system that records EEG signals in response to visual stimuli appearing in random locations on a screen with a dynamically changing background. Our preliminary experimental studies focused on validating the system using healthy participants with intact brains rather than employing it initially in more complex environments with patients having cortical lesions. Therefore, we designed a version of the test in which we simulated SN by hiding target stimuli appearing on the left side of the screen so that the subject's attention is shifted to the right side. RESULTS: Results showed that there are statistically significant differences between EEG responses due to right and left side stimuli reflecting different processing and attention levels towards both sides of the screen. The system achieved average accuracy, sensitivity and specificity of 74.24%, 75.17% and 71.36% respectively. COMPARISON WITH EXISTING METHODS: The proposed test can examine both presence and severity of SN, unlike traditional paper and pencil tests and computer-based methods. CONCLUSIONS: The proposed test is a promising objective SN evaluation method.


Assuntos
Atenção/fisiologia , Córtex Cerebral/fisiologia , Diagnóstico por Computador/métodos , Eletroencefalografia/métodos , Transtornos da Percepção/diagnóstico , Processamento de Sinais Assistido por Computador , Percepção Espacial/fisiologia , Acidente Vascular Cerebral/diagnóstico , Adulto , Diagnóstico por Computador/instrumentação , Estudos de Viabilidade , Humanos , Transtornos da Percepção/etiologia , Sensibilidade e Especificidade , Acidente Vascular Cerebral/complicações
2.
ACS Omega ; 3(5): 5531-5536, 2018 May 31.
Artigo em Inglês | MEDLINE | ID: mdl-31458756

RESUMO

In this paper, we present a smartphone platform for colorimetric water quality detection based on the use of built-in camera for capturing a single-use reference image. A custom-developed app processes this image for training and creates a reference model to be used later in real experimental conditions to calculate the concentration of the unknown solution. This platform has been tested on four different water quality colorimetric assays with various concentration levels, and results show that the presented platform provides approximately 100% accuracy for colorimetric assays with noticeable color difference. This portable, cost-effective, and user-friendly platform is promising for application in water quality monitoring.

3.
Top Stroke Rehabil ; 18(4): 417-27, 2011.
Artigo em Inglês | MEDLINE | ID: mdl-21914607

RESUMO

Current rehabilitation for persons with hemiparesis after stroke requires high numbers of repetitions to be in accordance with contemporary motor learning principles. The motivational characteristics of computer games can be harnessed to create engaging interventions for persons with hemiparesis after stroke that incorporate this high number of repetitions. The purpose of this case report was to test the feasibility of using computer games as a 6-week home therapy intervention to improve upper extremity function for a person with stroke. One person with left upper extremity hemiparesis after stroke participated in a 6-week home therapy computer game intervention. The games were customized to her preferences and abilities and modified weekly. Her performance was tracked and analyzed. Data from pre-, mid-, and postintervention testing using standard upper extremity measures and the Reaching Performance Scale (RPS) were analyzed. After 3 weeks, the participant demonstrated increased upper extremity range of motion at the shoulder and decreased compensatory trunk movements during reaching tasks. After 6 weeks, she showed functional gains in activities of daily living (ADLs) and instrumental ADLs despite no further improvements on the RPS. Results indicate that computer games have the potential to be a useful intervention for people with stroke. Future work will add additional support to quantify the effectiveness of the games as a home therapy intervention for persons with stroke.


Assuntos
Destreza Motora/fisiologia , Recuperação de Função Fisiológica/fisiologia , Reabilitação do Acidente Vascular Cerebral , Interface Usuário-Computador , Jogos de Vídeo , Feminino , Humanos , Pessoa de Meia-Idade , Aparelhos Ortopédicos , Resultado do Tratamento
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